Barbarian
Base Class: Barbarian

Some barbarians hail from regions renowned for their unarmed combat prowess and proficiency. These tribes teach that weapons are too easily disarmed, destroyed, or heavily relied upon. Preferring to close the distance and grapple, strike, and physically dominate their opponents - the Path of the Tiger's Paw is unyielding in its devotion to defeat the most challenging of opponents in hand-to-hand combat.

Barbarians who draw their power from the mighty Tiger's Paw are well known for their ability to get in close and overpower their opponents. In order to bind themselves to the strength of the Tiger, it is customary in these tribes to perform ritual scarification to liken their own bodies to the striped forms of the mighty predator. The cool fire that consumes those who wish to emulate the Tiger are said to have an unsettlingly calm ferocity in their eyes as they charge into melee - a rage of brutal efficiency and poise. 

Apex Predator

When you choose this path at 3rd level, you gain the following benefits: 

  • Powerful Paws Your unarmed strikes are a d10 + (STR modifier).  
  • Giving Chase When you enter Rage, as a free action, you can move up to your full movement speed directly toward an enemy creature or object of your choice. You can do this up to your proficiency modifier times per long rest. This ability stacks with other mobility abilities granted by spells, racial features, or magical enhancements. 

Powerful Poise

When you reach level 6, you gain the following benefits: 

  • South Paw Your unarmed strikes count as magical for overcoming resistances.
  • Crouching Stance You have advantage on any saving throws made to prevent you from being pushed, pulled, knocked prone, grappled, or otherwise forcefully moved by another creature. Additionally, while you are raging and grappling a creature or object, you do not lose your Rage as a result of not attacking or taking damage if the situation would otherwise force you to lose your Rage. 
  • Hunter's Stamina When you make a STR or CON check to maintain an activity for a length of time (i.e. holding a heavy door, lifting an object to allow others to pass, or hold one's breath, etc.), you can add twice your ability score modifier to the roll to determine success or failure.  

Practiced Predator

Your agility, power, and poise have given you the predatory reflexes you need to dominate your opponents. When you reach 10th level, you gain the following benefits: 

  • Evening the Odds When you are attacking an opponent who is using a weapon, you can use a bonus action to roll a Strength (Athletics) check to disarm your opponent. If you attempt to disarm a creature or construct and fail, the target is immune to being disarmed by you for 24 hrs. 
  • Roaring Ambush As an action on your turn, you can release a powerful roar that emboldens your allies. When you perform a Roaring Ambush, any allies you choose within 60 feet of you can move up to their speed toward you. This movement does not provoke opportunity attacks. 
  • Capable Climber You gain a climb speed equal to your movement speed when Raging. 

Unrivaled Combatant

  • Shere Khan's Slash Your unarmed strikes do an additional 1d4 slashing damage on a hit. 
  • Raja's Resistance You have resistance to non-magical slashing damage - when Raging, you are immune to non-magical slashing damage. 
  • Fastball Special You can throw a Small or Tiny creature or object weighing no more than 4x your STR score up to 90 ft in a straight line, dealing 4d12 force damage to your target on a hit, and half as much to the creature or object thrown. If you are not targeting a creature, your thrown creature or object takes 1d12 damage, or falling damage equal to the height from which they fall. If you are grappling a creature, you can use this feature on a Grappled creature, provided it meets the aforementioned requirements. 

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